http://www.here-be-dragons.us/Ghost 0.11Sun, 11 Feb 2018 23:38:23 GMT60Thematically, the warlock is one of my favorite classes in 5th Edition Dungeons & Dragons. But mechanically, I felt they were underwhelming. My character felt really cool in my head, less so in an encounter. I made a tweet about it and it turns out I wasn't the only one]]>http://www.here-be-dragons.us/the-warlock-refreshed/689058c3-ff8e-4899-a9aa-1bc62ce22e2eSun, 04 Feb 2018 17:56:27 GMTThematically, the warlock is one of my favorite classes in 5th Edition Dungeons & Dragons. But mechanically, I felt they were underwhelming. My character felt really cool in my head, less so in an encounter. I made a tweet about it and it turns out I wasn't the only one who felt this way. I teamed up with @polyamorous_q and my For Science Crew DM @Persnicketese and we took a crack at updating the warlock class to play as versatile and deep as it thematically feels.

Most of our work focused on the Pact Boons and the Invocations, with some flexibility added to Mystic Arcana as well. Take a look, try it out if you can, and let us know how it plays and if it needs any adjustment.

]]>Those touched by the influence of the elemental planes of Fire, Earth, Air, and Water are rare, but known to the prime material worlds as the genasi. Very few know, however, that there are other elemental planes that rest between those four and also between those four and the positive]]>http://www.here-be-dragons.us/genasi-subraces/927fde63-ae42-406b-9364-35b25800baa7Thu, 01 Feb 2018 01:57:42 GMTThose touched by the influence of the elemental planes of Fire, Earth, Air, and Water are rare, but known to the prime material worlds as the genasi. Very few know, however, that there are other elemental planes that rest between those four and also between those four and the positive and negative energy planes. These are the para-elemental and quasi-elemental planes and very rarely, there are genasi who have been shaped by their primordial energy.

Unlike the typical genasi, para-elemental and quasi-elemental genasi are not usually the result of mingling between planar entities like genies and mortal races of the Prime Material. The natives of the para-elemental and quasi-elemental planes are often far too alien for that. Instead, a para-elemental or quasi-elemental genasi is usually the result of mortal races coming into contact with extreme elemental forces that can transform their bodies and souls so profoundly that the effects can even manifest in later generations.

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi. Ability Score Increase. Your Constitution score increases by 2. Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. Subraces. In addition to the four major subraces of genasi detailed in other, official sources, there are the para-elemental genasi of Ice, Magma, Ooze and Smoke and the quasi-elemental genasi of Lightning, Mineral, Radiance, Steam, Ash, Dust, Salt, and Vacuum.

Crystal Genasi

Where the Elemental Plane of Earth touches the pole of the Positive Energy Plane, the dirt and stone gives way to expanses and caverns of crystals and gemstones infused with the power of creation. Mystics and arcanists prize these crystals for their ability to focus psionic power or to provide life to inanimate constructs, but prolonged exposure to this plane can have radical effects on the mortal body. Those who are not killed outright as their bodies fail to cope with the influx of energy are transformed into something else. They become crystalline plane-touched and can even pass down this nature to future generations in the form of crystal genasi.
A crystal genasi's body is made of a flexible, organic, crystalline material that can move like a typical mortal form but is otherwise very alien. Crystal genasi features tend to be colorful and vivid. Their eyes twinkle in the light and their hair is vaguely translucent. Their skin is opaque and is usually either very pale and opalescent or dark and shimmering, but just below the surface of this skin, their bodies are composed of a luminous gemstone-like material.
Crystal genasi are alien, but curious. Their penchant for not quite understanding most beings and their desire to study them and learn might be mistaken as aloof or cold, if crystal genasi were not also generally very positive and friendly. Instead, they typically come off as genuine, curious, and perhaps a bit clueless about how the people of the multiverse behave. Crystal genasi who go into adventuring often do so to learn more about people outside their plane and they tend towards paths that possess arcane magic or psionic talent. Ability Score Increase. Your Charisma score increases by 1. Alien Mind. Because your mind is so strange and compartmentalized, you have resistance to psychic damage. Shiny. Infused as they are with positive energy, crystal genasi can channel that energy through their crystalline bodies and focus it into a blinding shimmer. They may cast the blindness spell without any need for components or a spell slot. Charisma is your spellcasting ability for this spell. Once a crystal genasi uses this ability, they may not use it again until they complete a long rest. Crystalline Body. Though crystal genasi do bleed (a colorful, shimmering blood), they are capable of sealing off parts of their bodies and even removing them without grievously wounding the whole. As a reaction when struck by a critical hit, you may negate the critical damage, turning it into a normal hit. Once you use this feature, you may not use it again until completing a long rest. Additionally, as an action, a crystal genasi can detach pieces of their body without causing themselves damage. The exact benefit or detriment of doing so is left to the DM's discretion; removing a hand might make it easy to escape being bound, but also impossible to wield a two-handed weapon. Assuming the crystal genasi does not lose their separated body part, they may reattach it during a short rest. If a crystal genasi does lose a detached body part, they may only replace it by obtaining crystal from the Quasi-Elemental Plane of Mineral. If they somehow lose more than half of their body this way, a crystal genasi immediately goes to 0 hit points but is stabilized and unconscious until brought in contact with the positive energy-infused crystals of their native plane.

Ooze Genasi

Between the Elemental Planes of Earth and Water lies a vast expanse of sludge and muck. Closer to the Plane of Earth, the mire is a thick and threatens to entomb anyone who travels through it. As the expanse nears the Plane of Water, it thins out to a slimy, acidic sea. Most mortals exposed to the primordial forces of Ooze do not survive to tell the tale, leaving only preserved remains buried in the muck. But those who do are often changed, leading to the creation of ooze genasi.
The appearance of an ooze genasi can vary, but all have a slimy outer "skin" and soft, malleable bodies. Some have skin tones of rich, deep brown, while others shimmer in almost-translucent blues and greens. Often, their eyes are the same color or similar to their skin tone and their "hair"--if they have it--is merely an extension of their slime-coated bodies.
Ooze genasi are expressive beings, both proud of their self-reliance and bitter at their lot in life. Whether they are broody or dramatic, an ooze genasi wears their heart on their sleeve. Those that end up in an adventuring life tend to fall in with a bad crowd, using their natural talents as thieves, pirates or other "scum." Ability Score Increase. Your Dexterity score increases by 1. Acid Resistance. You have resistance to acid damage. Amphibious. You can breathe air and water. Additionally, you can breathe even in murky sludge-filled environments. Slippery. Your coating of slime makes you remarkably hard to pin down. You have advantage on any check to escape grapple or restrained conditions. You also have advantage on any check to escape any physical bonds. Semi-Amorphous. Your skin, musculature, and skeleton are all much more flexible than those of a typical humanoid. You may squeeze into any space large enough for a creature two size categories smaller than yourself and you suffer no penalties squeezing into a space large enough for a creature one size smaller than your own (see Squeezing into a Small Space on page 192 of the Players Handbook). This ability does not extend to your possessions and gear; those must be able to fit through the smaller space on their own or be left behind.

]]>In mastering their arts of time, chronomancers have unlocked arcane secrets, some of which were lost centuries ago and some of which will not be discovered for centuries to come.

]]>http://www.here-be-dragons.us/the-time-lost-grimoire/1e817634-0125-40f7-9521-52ed4c2b7f20Sun, 16 Jul 2017 03:26:46 GMTIn mastering their arts of time, chronomancers have unlocked arcane secrets, some of which were lost centuries ago and some of which will not be discovered for centuries to come.

FlickerConjuration cantripCasting Time: 1 bonus action Range: Self Components: V,S Duration: Instantaneous Available To: Sorcerers, Warlocks, Wizards
You flicker through time and shift slightly through space, imperceptibly quick. Upon casting this spell, you teleport five feet in a direction of your choice. This movement does not provoke an attack of opportunity. If you have not already used all of your movement before casting this spell, you may then use your remaining movement as usual, but this movement can provoke attacks of opportunity as normal, if it applies to your new position.

Delay Damage2nd-level abjurationCasting Time: 1 reaction, which you take when you are hit by an attack Range: Self Components: V,S Duration: Instantaneous Available To: Sorcerers, Warlocks, Wizards
When hit by an attack, you cast this spell and push the damage forward in time, delaying its effect and giving you an opportunity to prepare. The damage from a single attack can be delayed. The caster does not take the damage immediately, but instead takes the damage at the end of their next turn. This delayed damage cannot be prevented while it is being delayed, nor can it be healed until after it has actually been inflicted, but the caster can otherwise make preparations during their next turn.

Loop3rd-level enchantmentCasting Time: 1 action Range: 60 feet Components: V,S,M (a small piece of twine tied in a loop) Duration: 1 round Available To: Wizards
You ensnare one creature within range in a time loop, forcing it to repeat its last action. The target must make a Wisdom saving throw. If they succeed, the spell has no effect. If they fail, on their next turn they must repeat the same action they did in their previous turn, if possible. If they attacked a target, they must attempt to attack the same target using the same manner of attack. If they cast a spell, they must attempt to cast the same spell at the same target or location. This spell only forces the target to repeat an action; they do not repeat the movement of their previous turn. If it is not possible for the target to repeat their previous action (the target of their attack cannot be reached, they lack the spell slots to recast the same spell, etc.), they lose their action.

Temporal Eye4th-level divinationCasting Time: 10 minutes Range: Self Components: V,S,M (a focus worth at least 500gp, such as a silver mirror, crystal ball, or font filled with holy water) Duration: Concentration, up to 10 minutes Available To: Wizards
You can see and hear a particular moment in history on the same plane of existence as you, as it plays before you. When you cast the spell, you choose a location, person, or object to focus the spell on and an exact time and date to witness. Then make a History (DC 25) check modified by your familiarity with the subject.

Link to the Subject
Secondhand knowledge of the subject: +0 DC
Firsthand familiarity with the subject: -5 DC
Possession of an object linked to the subject: -10 DC
Present at the location or in close proximity to the object or person: -15 DC

If the check fails, the spell fails and you may not try to witness this point in time again until seven days have passed. If the check succeeds, you witness up to 10 minutes surrounding the moment you seek as it plays out around you in your mind's eye. You witness the event exactly as it occurred and may experience anything that would be available to your normal senses. Only the caster sees this scene play out and during that time they do not sense their actual surroundings. The caster may not interact with the scene at all, they are a passive and immaterial witness to historical events. Your point of focus is on the subject of the spell and if that subject moves, your point of focus moves along with it.

Wall of Time5th-level evocationCasting Time: 1 action Range: 120 feet Components: V,S,M (a small hourglass) Duration: Concentration, up to 10 minutes Available To: Wizards
A shimmering, translucent wall appears at a point that you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. When the wall appears, if it passes through any creatures, they must make a Dexterity saving throw. If they fail, they immediately suffer the same effects as if they passed through the wall. If they succeed, they avoid the effects but are on the opposite side of the wall from the caster.

The wall is a wrinkle in time, warping time for anything that passes through it. Any ranged attack that must pass through the wall to reach its target is made at disadvantage. If a spell that requires a Dexterity saving throw is cast against a target on the opposite side of the wall, the target has advantage on the saving throw. If a creature passes through the wall, they must immediately make a Wisdom saving throw or suffer the effects of a Slow spell for the duration.

Fold Magic6th-level conjurationCasting Time: 1 action Range: Self Components: V,S,M (a golden helix worth 500gp) Duration: 1 round Available To: Sorcerers, Wizards
You bend the laws of magic, folding time to allow you to cast any two spells you know in the same turn. After casting this spell, on your next turn you may cast two spells with individual casting times of 1 action, 1 bonus action, or 1 reaction. You must know the spells, have them prepared, and have the spell slots and components necessary to cast the spells, as you usually would. Casting both spells uses your action on this subsequent turn and your bonus action or reaction on this subsequent turn cannot be used to cast any other spells, including cantrips. Though the effects of these spells occur within the same round, you may choose the order in which they occur, if necessary.

Alter Experience8th-level enchantmentCasting Time: 10 minutes Range: Touch Components: V,S,M (a diamond worth at least 1,000gp, which the spell consumes) Duration: Instantaneous Available To: Wizards
You reshape the past of one willing creature you touch, allowing it to alter its decisions, experiences, and knowledge. The creature may change one character-building decision made in the past, either during character creation or while attaining an experience level. Examples of features that may be changed include the following:

A skill or tool proficiency or language known

An ability score increase earned from leveling

A feat selection made during character creation or earned from leveling

A spell known or a spell added to a spellbook upon leveling

A class feature choice, such as a fighting style

A character's race, class, archetype, or background cannot be changed by this spell. Other possible changes are subject to DM approval. In many cases, the actual events surrounding the change are also subtly altered to reflect the results. For instance, if a character replaces their Survival proficiency for a History proficiency, the events of their past may have been subtly altered to reflect less time spent outdoors and more time spent learning from books.

]]>

Though all wizards lament the lack of time in one's life, daring are the wizards who utilize arcane secrets to actually challenge the inviolable laws of time. Chronomancers, as they are known, do not focus on a single school of magic, but instead apply all schools of magic to the

Though all wizards lament the lack of time in one's life, daring are the wizards who utilize arcane secrets to actually challenge the inviolable laws of time. Chronomancers, as they are known, do not focus on a single school of magic, but instead apply all schools of magic to the singular goal of bending the flow of time to their will. Meddling with the flow of time is not without a cost, and many Chronomancers display odd quirks as a result of their work, such as misusing tenses when speaking, losing track of time, or an obsession with being surrounded by clocks. Nevertheless, Chronomancers readily accept this price, for those who control the past also control the future.

All Possible Outcomes
Beginning when you select this school at 2nd level, you begin to see glimpses of the future possibilities. You add your Intelligence modifier to Initiative checks and you cannot be surprised.

Time Skip
At 2nd level, you can skip back in time to a space you occupied moments ago. As a reaction, you may teleport back to the location you occupied at the start of your turn. This allows the chronomancer to move, act, and then return back to where they were before moving that turn. Using Time Skip does not provoke an attack of opportunity.

Delay Spell
Starting at 6th level, once per long rest you can delay the effects of a spell, pushing them to a later point in the timestream. On your turn, you cast the spell as normal, using the spell's normal casting time and expending spell slots, but the effect does not occur immediately. Instead, you must designate a time anywhere from 1 turn to 1 minute from the present. The spell's effects will occur at that time (occurring on your future turn if applicable). Since the spell was cast in advance, this does not prevent you from casting another spell at the same time the delayed effect occurs. If the spell targeted a creature or object and that creature or object is not on the same plane of existence when the delayed effect would occur, the spell fails.

Last-Minute Preparations
At 10th level, the chronomancer can manipulate their own past to rewrite their spell preparations. As a bonus action, you may replace one prepared spell with another from your spellbook. Once you have used this ability, you may not use it again until you have finished a short or long rest.

Second Chances
Starting at 14th level, a chronomancer can more significantly rewrite their immediate past, allowing them another opportunity at their own actions. At the end of your turn, you may spend a reaction to reset your turn. Any movement you did during this turn is reversed and you are returned to your original position at the start of the turn, without provoking an attack of opportunity. Any action you took this turn is undone: damage inflicted or sustained on your turn is restored, any spell slots spent are returned, etc., as if your actions never occurred. You may then decide anew what you are doing on your turn, allowing you the option to entirely change your decisions, or perhaps repeat them with new rolls. Once you have used this ability, you may not use it again until you finish a long rest.

With the fall of the Glorious Empire, many arcane secrets were lost. Over time, arcane sages, historians, and archaeologists have begun to piece together a pale understanding of these lost techniques. The School of Glyphcasting is a resurrected arcane tradition that utilizes pieces of the Glorious Empire's knowledge, tying arcane

With the fall of the Glorious Empire, many arcane secrets were lost. Over time, arcane sages, historians, and archaeologists have begun to piece together a pale understanding of these lost techniques. The School of Glyphcasting is a resurrected arcane tradition that utilizes pieces of the Glorious Empire's knowledge, tying arcane energies to mysterious symbols that hold spells in place.

Ciphers, as practitioners of Glyphcasting call themselves, are secretive and thirst for knowledge. Their symbols literally contain power and only those who dedicate themselves to this lost art can be entrusted with its secrets.

Cipher Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to create a spell scroll is halved. (page 128-129, Dungeon Master's Guide)

Spell Anchoring
Starting at 2nd level, a Cipher has learned the fundamental technique of anchoring a spell to a glyph, which allows them to store the arcane energy in the symbol for releasing at a later point. Creating a spell anchor takes one minute, during which time a small glowing glyph is applied to an object or creature no larger than 10 feet in diameter. Some ciphers use inks or paints to create glyphs, while others simply trace them out with their fingers, drawing the patterns with arcane energy. Immediately after the glyph is created, the Cipher must cast the spell they wish to anchor to the glyph. The spell is cast but the effects do not happen immediately; the spell is instead anchored to the glyph and can be released at a later time. When the Cipher takes a long rest, all existing spell anchors fade away and the Cipher may have a maximum number of active glyphs equal to half their wizard level, rounded down.

Releasing an anchored spell takes a bonus action and the Cipher must be able to see the glyph to release the anchored spell. When an anchored spell is released, it behaves as if it was just cast, though the spell slot was used when the spell anchor glyph was created. If the spell is a ranged spell, the point of origin is where the spell anchor glyph is located. If the spell is a touch spell, the spell applies to the object or creature the glyph was applied to or a target that is in physical contact with the object or creature the glyph was applied to. If no applicable target exists, the anchored spell fails. If the spell has a range of Self and the glyph is applied to anything other than the caster or an object in their possession, the anchored spell fails. Spells requiring concentration can be anchored to a glyph, but once the anchored spell is triggered, the caster must maintain concentration on the spell.

Example:A Cipher creates a spell anchor glyph and anchors the spell Protection from Good and Evil into a glyph on an amulet. Since Protection from Good and Evil is a spell with a range of Touch, it will target a person wearing the glyphed amulet, but if the amulet is resting on a table when the anchor is triggered, the spell will fail, since it has nothing to apply to. If a Cipher had stored See Invisibility in the same glyphed amulet, which is a spell with a range of Self, the Cipher herself would need to be wearing the amulet, or the triggered spell would fail due to a lack of an applicable target.

Because the anchored spell is technically cast when the glyph is created, not when it is triggered, triggering an anchored spell does not count against the standard limitation of one non-cantrip spell cast per turn (page 202, Players Handbook). However, triggering an anchored spell in a glyph and casting a spell within the same turn carries risks, because the amount of arcane energy being channeled can become difficult to control. When a Cipher casts a spell and triggers an anchored spell glyph in the same turn, they must make a Constitution saving throw with a DC equal to 8 + the combined spell levels of the two spells, called an arcane backlash save.

If the Cipher succeeds on the saving throw by a result of 5 or greater than the DC or succeeds on the saving throw with a natural 20, both spells are cast in the same turn without any additional complications. If the Cipher succeeds on the saving throw but not by 5 or greater than the DC, an arcane mishap occurs. If the Cipher fails the saving throw and falls 5 points or more short of the DC or fails with a roll of a natural 1, an arcane storm erupts. If the Cipher fails the saving throw but is within 4 or closer to the DC, they suffer arcane backlash. Regardless whether the Cipher succeeds or fails their arcane backlash save, both spells cast successfully.

Example:A Cipher uses their action on their turn to cast Web while they use their bonus action to activate a Scorching Ray glyph to light the web ablaze. Web and Scorching Ray are both cast as 2nd level spells, so the DC for Constitution saving throw is 12 (8 + 2 + 2). If the result of their saving throw roll is 17 or greater, there will be no additional effect beyond the two spells cast. If the result of their saving throw roll is 12 through 16, both spells go off successfully, but there is an arcane mishap. If the result of their roll is 7 through 11, the caster suffers arcane overload. If the result of their roll is less than 7, they have triggered an arcane storm.

Arcane Mishap: An arcane mishap is a harmless, but possibly annoying or embarrassing, mystical effect that typically applies to the caster, but on rare occasions may target another creature in the vicinity. Most arcane mishaps are purely cosmetic and have no mechanical effect, but last until the afflicted individual completes a long rest. Examples of these could be the afflicted individual's skin color changing to a bright pastel hue, or an illusion of a storm cloud hanging persistently above their head. Occasionally, an arcane mishap could be powerful enough to cause some skill checks to be at a disadvantage, but effects of this variety only last 1d4 hours. For instance, glowing motes of light surrounding the afflicted individual's head could cause their Stealth checks to be at disadvantage. Or a distracting chime that sounds every time they tell even the tiniest white lie would make Deception checks at disadvantage. The DM is encouraged to be creative with arcane mishaps, but while they might hurt the caster's pride or create a comical situation, they should not be harmful or more than a small nuisance.

Arcane Overload: When the caster fails their arcane backlash save, wild and uncontrolled arcane energy escapes from the casting. Sometimes the Cipher is able to contain this raw arcane energy within themselves, which is referred to as arcane overload. The Cipher immediately takes 1d6 lightning damage, plus an additional 1d6 lightning damage for each spell level of the higher level spell cast this turn. The Cipher's body is lashed with violent and colorful arcane energy that quickly fades as it burns through them.

Arcane Storm: Sometimes the raw arcane energy is too much for the Cipher to contain, putting all those around them at risk. An arcane storm erupts with the Cipher at its eye and extends for 15 feet in every direction. Every creature within 15 feet of the Cipher when the arcane storm erupts must immediately make a Strength saving throw with a DC equal to the original arcane backlash save DC (8 + the combined spell levels cast). If they fail, they take 1d6 force damage plus an additional 1d6 force damage for each spell level of the higher level spell cast when the arcane storm was unleashed and are knocked prone. If they succeed, they take half damage and are not knocked prone. The arcane storm continues to crackle and shudder with arcane energy for 1d4 rounds, staying centered on its original point of origin, even if the Cipher moves. The area of the arcane storm is now difficult terrain and considered heavily obscured for visibility. Anyone who enters the arcane storm on their turn or ends their turn within the arcane storm must make a Constitution saving throw with the same DC as the arcane backlash save (8 + combined spell levels cast). If they fail, they take lightning damage equal to the combined spell levels cast that created the storm. If they succeed on the saving throw, they take half damage. Objects not worn or carried may also be damaged by the arcane storm at the DM's discretion.

Improved Glyphcasting
At 6th level, you add the spell glyph of warding to your spellbook, if it is not there already. This spell is automatically always prepared for you and does not count toward your prepared spell limit. Additionally, you may have one active glyph of warding that does not require a material component to cast. Any additionally active glyphs of warding beyond the first require the necessary material components to create. When you have no active glyphs of warding, you may use this ability again.

Fortification Glyph
Starting at 10th level, while maintaining concentration on a spell, you can use a bonus action to bind that spell to a fortification glyph. The fortification glyph strengthens the arcane structure of the spell, and concentration on this spell cannot be broken by taking damage. You may create a number of fortification glyphs equal to your Intelligence modifier per long rest.

Master Glyphs
At 14th level, you add the spell symbol to your spellbook, if it is not there already. This spell is automatically always prepared for you and does not count toward your prepared spell limit. Additionally, you may have one active symbol that does not require a material component to cast. Any additionally active symbols beyond the first require the necessary material components to create. When you have no active symbols, you may use this ability again.

]]>Update: It's been almost a year, exactly, since I published this post. And the For Science Crew has been playing together for over a year. So I figured it was about time to take a new look at Khet's playlist and revise it.

Recently, I was invited to be a

]]>http://www.here-be-dragons.us/d-d-playlist-khet-sa-mun/d6c55e3f-fdcd-43c0-a262-12df62c35ce5Sat, 17 Dec 2016 14:10:00 GMTUpdate: It's been almost a year, exactly, since I published this post. And the For Science Crew has been playing together for over a year. So I figured it was about time to take a new look at Khet's playlist and revise it.

Recently, I was invited to be a player in a new D&D campaign hosted and streamed on Twitch by Dungeoncrawl called The Disappearance of Fianna. The DM is the amazing Snicket (@Persnicketese) and my adventuring companions are:

Tolmon the halfling ranger and master of corny dad jokes, along with his faithful panther companion Pandel (played by Bryan)

Lyri the tiefling wizard, whose prim and proper nobility barely covers up a thick layer of snark (played by Em)

Briar the half-elven druid, mistress of ships both nautical and romantic (played by Christina)

Gaugaia the goliath barbarian and (mountain) valley girl, fearsome in pink and enraged without her Pumpkin Spice Latte (played by Angie)

I play Khet-sa-mun, an exotic aasimar paladin from a fabled land across the sea, who has a secret, troubling mission and a healthy amount of caution around arcane magic. I can't even adequately say how much I love this game and this group. We have amazing chemistry in-character and out-of-character and our heroes are already developing all sorts of hilarious quirks and relationships. For example, Khet's deep concern around arcane magic and magical items means he often finds himself saying "No!" to the poorly considered experiments crafted up by his companions, which earned our group the name the For Science Crew!

In keeping with my tradition of making Spotify playlists inspired by my D&D characters, I put one together for Khet. The playlist is just below and beneath that is a bit of explanation of why the songs relate to my angelic mother hen of a paladin.

Tiny Light by Grace Potter & the Nocturnals
Khet was born an aasimar, bearing a tiny fragment of the divine light of his sun god, Ahmat. This song makes me think of a young Khet and the darkness and trials that the seers sensed he would face, but also of the potential for him to be a light in that darkness.

Surge by Above & Beyond
This is a purely instrumental piece, but as a scourge aasimar, Khet's divine light surges in his soul, sometimes to dangerous levels. He has always had to balance this power with its inherent danger.

Burning Heart by Svrcina
On the outside, Khet often seems reserved, quiet, mysterious. But that's only barely hiding a heart full of deep passions, convictions, and turmoil. As these emotions grow stronger, so too does the radiant fire within him.

Eyes on Fire by Blue Foundation
When Khet begins to lose control over that radiant fire in his heart, one of the very first signs is his eyes begin to glow with wispy, smoky light. It's often a good time to put some space between you and him.

Gods & Monsters by Lana Del Rey
For much of his life, Khet has been guided by visions from gods or from monsters. They try to shape him and use him for their own ends and fuel the darkest parts of his nature. It isn't until he breaks free of the influence of unrealized futures that he can finally live his own life.

Control by Halsey
Khet's life is a constant struggle for control, of his own destiny and of the power that burns within him. To lose the former means losing his way. To lose the latter makes him a danger to those around him.

Angel by the Wings by Sia
Before Khet can feel at peace with his own path in life, he is going to have to face Eshrael, his angelic guide, one of the beings who has used prophecy and visions to influence Khet's journey.

Halo by Beyoncé
At first, his companions did not know Khet was an aasimar, but now they know that they travel with two celestial beings: Khet and Aegis, an angel whose soul was bound into an automaton body.

Glorious by Macklemore (feat. Skylar Grey)
The chorus of this song is Khet finally realizing what he wants to do, what he needs to do, as opposed to what he's been told to do all his life. That's the point where Khet's story really starts to turn around and when he begins to become his own hero.

Rise by David Guetta (feat. Skylar Grey)
Following the storyline of this playlist, this song represents Khet's determination against the darkness. It will not win. No matter how many times it knocks him down, he will rise back up. As will his companions.

Never Give Up by Sia
Khet is very far from home, across the sea and trapped on an extradimensional island. But someday he will find his way home, figuratively or literally. And until then, he will not give up.

Towards the Sun by Stay Radical
Sometimes, the sun that Khet looks to for guidance seems so far away. Whether it's on the timeless island of Fianna or deep in the Shadowfell, Khet must always keep his eyes towards the sun to follow the path he believes is right.

The Sun by Frida Sundemo
I chose to end with this song partially because I liked the contrast between the tiny light that the playlist begins with and the sun that it ends with. But Khet follows the beliefs of a sun god and bears a piece of that sun god in him, a small sun that empowers him. And as the song says, he will always follow all the way to the sun.

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The Oath of Secrets is a vow to protect the world from dangerous magic, often by seeking it out and keeping it out of the hands of those who would use it. Most paladins who commit to this oath are members of secret orders, and while these orders may aid

The Oath of Secrets is a vow to protect the world from dangerous magic, often by seeking it out and keeping it out of the hands of those who would use it. Most paladins who commit to this oath are members of secret orders, and while these orders may aid the paladin, their numbers are often few and they face nearly insurmountable challenges in their mission. Many of these orders have been in existence for centuries or longer, quietly protecting the world from unknown mystical threats. Paladins of this oath often adorn their armor and clothing in protective charms and symbols, but otherwise equip themselves practically, for their commitment often takes them to ancient tombs, derelict ruins, or lost towers of magic.

Tenets of the Secret Orders
Not every paladin of this oath is a member of a still-existing order, but all share tenants preserved and passed down by these orders.

Uncover Knowledge To protect the world from dangers of magic, first you must know of their existence. Travel to the forgotten places and find what remains of ancient and mystical secrets. Keep the Secrets Dangerous magic tempts those of weak will. You must know the danger that could be, but it must remain unknown to those it would corrupt. Be Vigilant Always be aware of the risk posed by those who seek to reveal these ancient secrets, no matter their intent. Dissuade them if possible, mislead them if you can, destroy them if you must. Contain the Threat If dangerous and ancient magic threatens the world, you must do everything in your power to contain it.

Oath of Secrets Spells
You gain oath spells at the paladin level listed.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bind the Unliving
You can use your Channel Divinity to interfere with the magic that animates the unliving. As an action, you present your holy symbol and each construct or undead within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is restrained for 1 minute. At the end of its turn, the restrained creature may attempt to regain control of its form and make another Wisdom saving throw. If it succeeds on the saving throw, the effect ends.

Weapon of Revelations
As an action, you can use your Channel Divinity to cause one weapon you are holding to become imbued with arcane runes and sigils. For 1 minute, whenever you successfully strike a creature you reveal weaknesses in its defenses, granting the next attack roll made against it advantage. Additionally, any illusions active on the creature are ended when it is struck. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Disruption
Beginning at 7th level, you can disrupt harmful magical effects around you. You and friendly creatures within 10 feet of you have advantage on all saving throws against harmful magical spells, including innate spellcasting, but not including creature abilities that mimic the effects of spells. At 18th level, the range of this aura increases to 30 feet.

Truesight
Beginning at 15th level, you may cast true seeing without the need for spell components and without expending any spell slots, but with a range of Self. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, notice secret doors hidden by magic, and perceive the original form of a shapechanger or a creature that is transformed by magic. Further, you can see into the Ethereal Plane up to 120 feet. Once you use this ability, you may not use it again until you have completed a long rest.

Bastion of Sanctuary
At 20th level, you can use an action to become a bastion of sanctuary. Glowing runes and sigils float and spin around your body and you become an anchor against dangerous magic. For 1 minute, you become the center of an antimagic field, as per the spell. However, magical effects cast by you, created by your abilities, or originating from a magical item in your possession, are not suppressed by this ability.

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Ranger's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose one of the beast templates shown below. Your beast companion's hit points equal half the ranger's hit point maximum and increase each level when the ranger's hit point maximum increases. Use the abilities and bonuses shown in the template, but add the ranger's proficiency bonus to all attack rolls, damage rolls, skill checks, Strength and Dexterity saving throws made by the animal companion.

The beast takes its turn on your initiative and on your turn you may use a bonus action to give a verbal command for your animal companion to follow. The beast will then follow this command to the best of its ability. The beast can move and take an action freely on its turn, but will not change its tactics unless commanded to do so. The animal companion's Attack action does not take the ranger's action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Exceptional Training

Beginning at 7th level, your animal companion hast mastered a new ability. Each beast template shown below includes a new ability gained when the beast master reaches 7th level.

Bestial Fury

Starting at 11th level, your beast companion can make two attacks when it uses the Attack action on its turn.

Beast Bond

At 15th level, the ranger and his beast are one. You can now issue telepathic commands to your beast companion, regardless of distance, as long as the beast and ranger are on the same plane of existence.

By spending one minute in meditation, the ranger may also replace his senses with those of his animal companion, allowing him to sense all that the beast would sense, regardless of distance, as long as the beast and ranger are on the same plane of existence. The ranger may end this ability by spending an action to cancel the effect.

Finally, if the beast companion is within 30 feet of the ranger, any healing the ranger receives also benefits the beast. Each time the ranger is magically healed, take half of the amount the ranger was healed for and heal the beast companion by that amount.

Another highlight of 2015 for me was becoming hooked on the Campaign podcast. The credit and blame for this rests on the shoulders of Darcy Ross, who nudged me to check it out even though I was convinced that I didn't have the time or the interest to follow any

Another highlight of 2015 for me was becoming hooked on the Campaign podcast. The credit and blame for this rests on the shoulders of Darcy Ross, who nudged me to check it out even though I was convinced that I didn't have the time or the interest to follow any podcasts. Then I started going to the gym or walking/jogging every day and I found myself needing something to listen to besides the same old playlists. I subscribed to the Campaign podcast, started listening, and became hooked on the antics of the Mynock crew. If you love roleplaying games or Star Wars, you really should give it a listen. And while you're there, check out the One Shot Podcast Network's other great shows or the wonderful fan wiki devoted to the network.

In the current story arc on the planet Phindar, the fugitive crew of the Mynock pose as traveling librarians in a terribly unsuccessful effort to stay below the radar. In the process, starting with Episode Forty-Four, they introduce this hilariously inaccurate picture of traveling librarians in the Star Wars universe, a bit they would carry on throughout the arc. According to their interpretation, traveling librarians are adventurous, dashing heroes operating on the fringes of the galaxy to bring literacy to those in need. Their GM, Kat, may not have been convinced. But as a player, I wanted to play this!

So I made a thing. The Librarian, as a playable specialization for the Star Wars: Edge of the Empire RPG. It is pretty ridiculous, but hopefully also a lot of fun.

I started this blog over a year ago, re-invigorated by the release of Dungeons and Dragons 5th Edition. I intended to fill this blog with endless ideas, not all of them entirely formed, about roleplaying, world-building, and home-brewing your own game tweaks. Then something happened. I discovered Critical Role, Geek

I started this blog over a year ago, re-invigorated by the release of Dungeons and Dragons 5th Edition. I intended to fill this blog with endless ideas, not all of them entirely formed, about roleplaying, world-building, and home-brewing your own game tweaks. Then something happened. I discovered Critical Role, Geek & Sundry's brilliant new Twitch stream of a crew of voice actors playing D&D together. I have been hooked on it ever since, staying up late on Thursday nights to watch at least the first half of each episode live and then catching up the rest over the weekends.

It is amazing to see thousands of people tuning in for long-form, live roleplaying. Each stream is at least three hours long, but people watch. Including people who have never played D&D before. The fan community, the Critters, are the best fan community I have ever been a part of. They are a mix of new roleplayers and veteran roleplayers, forming dozens of games both online and in-person, and joyously supporting each other through their shared love of Critical Role and the roleplaying game hobby. This is where my past year went. Invested into those awesome people. I helped build an online forum where Critters could talk. I joined new online games run by Critters. I spent countless hours on Twitter engaged in ridiculous and fantastic conversations with them. I don't regret a second of it.

But now I want to get back to writing. I need to get back to writing. And so I am coming back here with a new commitment to set aside one night a week to writing for this blog. In the coming months, you should see new D&D character class archetypes, new ideas on using Inspiration mechanics in D&D, and some conversion notes to bring Planescape into 5th Edition (in preparation for a campaign I plan to run). Check back soon!

--Jason

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A heart captured by love can craft the greatest masterpiece, drive nations to unending war, or simply live their remaining years in peace and contentment. It is no wonder that deities embodying love can be found in most pantheons, such as Aphrodite, Hathor, Freya, and Sune. Deities and churches devoted

A heart captured by love can craft the greatest masterpiece, drive nations to unending war, or simply live their remaining years in peace and contentment. It is no wonder that deities embodying love can be found in most pantheons, such as Aphrodite, Hathor, Freya, and Sune. Deities and churches devoted to love can vary wildly in their tenants. Some contemplate the power of chaste, romantic love from monasteries far from civilization. Others stoke the flames of passionate love within the heart of humanity. But all know the power this emotion can stir and the inspiration it can create.

Those who serve the gods and goddesses of love are adept at reading the hearts of others and subtly guiding their emotions. At 1st level, you are proficient in Persuasion and Insight.

Bonus Cantrip

When you choose this domain at 1st level, you gain the Friends cantrip automatically.

Channel Divinity: Muse

Starting at 2nd level, you can use your Channel Divinity to become another's muse, inspiring them to greatness. As a bonus action, you hold your holy symbol and speak words of encouragement to bolster another who is within 60 feet of you and can hear you. The recipient of your encouragement receives a d6 inspiration die, which they can use within the next 10 minutes to add to the number rolled for one ability check, attack roll, or saving throw. The recipient can wait until after it rolls a d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost and a recipient can only have one muse inspiration die at a time.

Channel Divinity: Intoxicating Touch

At 6th level, you can touch a humanoid target and use Channel Divinity to intoxicate its senses and cloud its mind. The target must make a Wisdom saving throw or be overwhelmed by thoughts of your beauty, charm, or grace. If the target fails their saving throw, for the next hour or until you use this ability again, the target suffers disadvantage on any further Intelligence or Wisdom checks or saving throws.

Irresistible Charms

Upon reaching 8th level, whenever you cast an enchantment or illusion spell, you add your Charisma modifier to the spell save DC.

Object of Affection

At 17th level, you have become so attuned to the desires of others that if you focus your attentions on a single target, it can be nearly impossible for them to resist. When you successfully cast an enchantment spell or an illusion on a target, you can designate the target as the object of your affection. The object of your affection has disadvantage when resisting future enchantment or illusion spells cast by you and the duration of the enchantment or illusion spell affecting them is doubled. Additionally, when an enchantment effect ends on the object of your affection, they do not realize they have been charmed and will not be inclined to act hostile towards you. You may only have one object of affection at a time and once you use this ability, you must take a long rest before you can use it again.

The monks who study the Way of the Seven Temples have a deep understanding of ki, the energy in all living things. They have devoted their lives to studying the seven temples, areas of the body where ki is stored and accessed, which gives them an impressive ability to manipulate

The monks who study the Way of the Seven Temples have a deep understanding of ki, the energy in all living things. They have devoted their lives to studying the seven temples, areas of the body where ki is stored and accessed, which gives them an impressive ability to manipulate ki in themselves and others.

The Seven Temples of Ki are:

The Root Temple at the base of the spine

The Sacral Temple at the lower abdomen

The Solar Plexus Temple at the upper abdomen

The Heart Temple at the center of the chest

The Throat Temple

The Third Eye Temple at the center of the forehead

The Crown Temple at the top of the head

Each temple is a center for a specific type of ki, and these monks use that knowledge to enrich the ki in allies and inhibit in their enemies. Despite their healing talents, these monks are not pacifists. They understand that those who accumulate dark ki are dangerous and must be confronted before their corruption spreads.

Wind and Water Technique

At 3rd level, a new monk of the Seven Temples learns the Wind and Water Technique, a method for redirecting ki to heal themselves and others. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can heal yourself or an ally within 5' for the same amount of hit points as the damage you inflicted on the strike.

Additionally, you can choose to sacrifice some of your own ki to heal an ally. In this case, you must be able to touch the ally and you must spend 1 ki point for every 3 hit points you heal.

Align the Temples

At 6th level, the monk learns how to remove harmful conditions from themselves and others by aligning the ki in their seven temples. By taking an action and spending 2 ki points, the monk may touch a target and remove one of the following conditions: blinded, deafened, paralyzed, or stunned. The monk can use the same ability to remove the blinded or deafened condition from themselves, by taking an action and spending 2 ki points. If an effect is causing the condition, this ability removes that effect.

Strike the Source

At 11th level, the monk learns a secret method for striking at the sources of energy in his enemies in such a way as to impede their ki. If the monk successfully strikes a single target with both of the attacks granted by their Flurry of Blows, the target must make a Constitution saving throw or be stunned until the start of the monk's next turn.

Opening the Third Eye

At 17th level, the monk has mastered one of the most elusive secrets of their way: fully utilizing their third eye temple. Once per long rest, the monk can spend 3 ki points to awaken their third eye. For one hour, an eye-shaped glow emanates from the center of their forehead, granting them amazing powers of intuition and resistance. While their third eye is open, the monk gains truesight (page 185, Players Handbook) to a distance of 120 feet. Additionally, while the monk's third eye is open, the monk is immune to the blinded, deafened, paralyzed, and stunned conditions.

The druids of the Circle of the Solstice are emissaries between the natural world and the spirit world. They uphold ancient pacts with the spirits that inhabit the land, sea, and sky of the natural world and curry favor from nature’s capricious guardians. These druids rarely gather among their

The druids of the Circle of the Solstice are emissaries between the natural world and the spirit world. They uphold ancient pacts with the spirits that inhabit the land, sea, and sky of the natural world and curry favor from nature’s capricious guardians. These druids rarely gather among their own and seem quite solitary, but they are never alone, for they see and speak to the invisible inhabitants of every stone, flower, or summer breeze. Their wisdom in ancient protocols and taboos makes them natural mediators among the druidfolk and they sometimes act as a bridge of peace between the Circles of the Land and Moon.

Among the Spirits

When a druid chooses this circle at 2nd level, they gain a deep understanding of the spirit world and it becomes forever inseparable from them. Touched by this strange connection to the spiritual realm, a druid of the Circle of the Solstice gains the Thaumaturgy cantrip (page 282, Players Handbook). Additionally, they learn to judge the intentions of both man and spirit, so that they may better negotiate with either. As a result, you gain Proficiency in the Insight skill if you do not already have it. If you do already have Proficiency in the Insight skill, you may double your Proficiency bonus when using this skill.

Spiritual Guidance

Minor nature spirits are attracted to druids of the Circle of the Solstice and sometimes lend their aid to the druid’s actions. What looks like uncanny luck or well-practiced skill to others is sometimes a bit of spiritual assistance. Starting at 2nd level, the Circle of Solstice druid receives a number of Spiritual Guidance dice equal to their Wisdom modifier. At 2nd level, Spiritual Guidance dice are d6s. While making any ability check, attack roll or saving throw, the druid can roll a Spiritual Guidance die and add the result to their check or save result. The druid may choose to use a Spiritual Guidance die after the initial d20 roll is made, but they can only use one Spiritual Guidance die per roll. The druid regains any expended Spiritual Guidance dice when they finish a long rest.

The Spiritual Guidance die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

The Pact of Refuge

An ancient pact protects the Circle of the Solstice from harm at the hands of spirits of nature. Once the druid reaches 6th level, they cannot be Charmed or Frightened by elementals or the fey. Additionally, fey and elementals find it difficult to attack or harm the druid. This effect functions as the Sanctuary spell (pages 272-273, Players Handbook) using the druid's spell save DC. If the druid breaks the spell as per Sanctuary or if the affected creature succeeds in its saving throw, it cannot be affected by the druid's use of this ability again.

The Accord of Oak and Iron

Upon reaching 10th level, the druid of the Circle of the Solstice commands true respect in the spirit world and benefits from the ancient Accord of Oak and Iron. The spells Commune with Nature (page 224, Players Handbook) and Legend Lore (page 254, Players Handbook) are automatically added to the druid's prepared spell list and do not count towards the druid's prepared spell limit.

Also, once per long rest, the druid can compel an action from a fey or elemental creature, as per the spell Suggestion (page 279, Players Handbook), but this effect does not require concentration from the druid. The druid must be able to see the creature and it must be able to hear and understand the druid. If the creature succeeds its saving throw or the effect is broken by other means, the creature may not be affected again by this ability for 24 hours.

The Call of the Spirit Warden

At 14th level, a druid of the Circle of the Solstice may call upon aid from the spirits of nature. By expending two uses of Wild Shape, the druid may instead cast Conjure Elemental (page 225, Players Handbook) or Conjure Fey (page 226, Players Handbook) without having it as a prepared spell or expending spell slots.

]]>Dungeons and Dragons 5th Edition has a great new system that encourages roleplaying right from the start: namely the system of defining personal characteristics during character creation and how those personal characteristics tie into the generation of Inspiration. A character's personal characteristics are defined in four different categories: personality traits]]>http://www.here-be-dragons.us/character-bonds-in-dd-5e/3487bdcb-739f-4407-b76b-aee43c1f25acMon, 01 Sep 2014 03:52:58 GMTDungeons and Dragons 5th Edition has a great new system that encourages roleplaying right from the start: namely the system of defining personal characteristics during character creation and how those personal characteristics tie into the generation of Inspiration. A character's personal characteristics are defined in four different categories: personality traits, ideals, bonds, and flaws. As players roleplay using these characteristics as guidelines, the DM can (and should!) grant them Inspiration points to use.

Bonds are one of the four types of characteristics and they define the character's relationship to the world. For instance, a character with a criminal background may be striving to become renown for pulling off the greatest heist. A character with the guild artisan background may have a bond to get revenge on people who destroyed his business and ruined his livelihood. Bonds are great for figuring out a character's place in the world and creating an adventure hook that the DM can exploit to link the character to the campaign. But what they don't do is link one player character to another in the same adventuring party.

Numenera has a system for this it calls Connections. Each player character forges a connection to another player character based on the character's Focus. If a Numenera PC has the focus "Commands Mental Powers", the game suggests that they pick another PC with whom they share short-ranged telepathic contact. A Numenera PC with the focus "Fuses Flesh And Steel" chooses another PC who may know a secret command word that can shut down the cyborg character for ten minutes. When each one of the characters in a group has these connections with each other, the framework of an adventuring party is born without the forced, awkward "you all meet in a tavern" introduction. Further, it creates an ongoing dynamic between player characters that the gamemaster can use in the future or the players can roleplay themselves in the course of the campaign.

Character Relationships

In my Dungeons and Dragons 5th Edition games, I will be introducing a fifth personal characteristic called a Relationship. This isn't a relationship in the romantic sense (though it certainly can be) but is a bond between two characters in the adventuring party. Sample Relationships will be connected to a character's Background, but those are just examples. One player is free to work with another player to develop their own unique relationship that may not be related to their Backgrounds at all.

More examples will be available in a future post, but here are some starter Relationships for each Background in the Dungeons and Dragons 5th Edition Players Handbook. As with other personal characteristics, if a PC roleplays a Relationship in-game, the DM should be encouraged to reward them with Inspiration.

Acolyte:

Your character believes another PC is particularly blessed by your deity, even if the PC isn't a follower of your deity.

Your character feels the need to convert another PC to your religion. It is for their own good, even if they don't agree.

Charlatan:

Another PC in the party sees right through your games, no matter how good they are. They may play along or they may not, but they are never fooled.

One of your fellow PCs is an unwitting part in a long con that you have devised. They may not know the true you at all and what will happen if they find out?

Criminal:

You owe another PC in your adventuring party and you must pay them back, whether because you have some honor or because they have threatened you if you do not. Your debt may be as simple as money or it may be something grander, perhaps even a favor owed.

Another PC in your party knows the crimes you are guilty of and has some proof. They have not turned you in to the authorities yet, but they could if it suited them.

Entertainer:

One of your fellow adventurers is a huge fan of your work. It is nice to be idolized, but sometimes it is hard to break away from their adoration.

Another PC in your party is your muse, whether they know it or not. You yearn to be around them because it inspires your art, but they may not understand or welcome the distraction.

Folk Hero:

One of the PCs in your party looks down on you for your rustic ways. Perhaps they are noble-born or from a successful merchant pedigree, or maybe they hail from someplace more cosmopolitan than where you are from.

One of your fellow adventurers comes from the same village as you do, but lives in the shadow of your local heroics. They may resent that they have the same origin as you, but you get all the credit.

Guild Artisan:

You have crafted a masterpiece for another PC out of love, admiration, or a drive to honor them. But this other PC does not return the sentiment, which breaks your heart. Someday you will convince them.

One of the other PCs has asked you to craft something for them of great skill and value because it means a great deal to them. It requires so much skill, however, that you are not yet capable of crafting it. But still you try and someday you will succeed.

Hermit:

During your time as a hermit, you made a great discovery. One of your fellow adventurers is tied to this discovery in an important way. The secret is precious, so you have not told them of their central role, but you must protect and watch over them.

When you became a hermit, you left one of your fellow adventurers behind to seek your enlightenment. You have returned, but they still have not forgiven you for abandoning them.

Noble:

One of the other PCs is from a common lineage and feels that you lord your priviledge over them. They resent your nobility, even though you don't feel you've done anything wrong.

Another PC is a political rival, either noble-born or perhaps representing some other rising power. You adventure together and may even be friends, but someday your differing ambitions will come to a head.

Outlander:

The spirits have shown you visions that indicate that another PC in your party has an important role to play in the future. They may not believe in your worldview at all, but the spirits cannot possibly be wrong. You must help guide them to their destiny.

Another PC finds it difficult to deal with you and your wild ways. They are a creature of civilization and are never entirely comfortable around you and may actively try to get you to embrace a civilized lifestyle against your wishes.

Sage:

One of the other PCs constantly teases you for your endless academic study and makes a concerted effort to get you away from your books and out into the world.

You find one of your fellow adventurers fascinating from an academic standpoint. Perhaps they have an unusual background or a unique way of doing things that you have not seen before. You will need to observe them to learn more, but they may not be too keen with you always studying them.

Sailor:

One of your fellow adventurers is a complete landlubber, whose guts get queasy even when crossing a river. You never let them live this down, but you also take every opportunity to help them when you're on the water.

You have sailed to many shores and dozens of ports, but one of your fellow adventurers always brings you back. It may be due to love or friendship, but your close bond is like a lighthouse in a storm, always guiding you home.

Soldier:

War has cost one of your fellow PCs a great deal. They may have lost their livelihood, their family, or their home. You have seen the cost of war up close and so you do everything you can to help them and watch over them.

Your love of direct action is at odds with another member of your party. They don't appreciate your brash decisions and blunt solutions, even though they have always served you well.

Urchin:

One of the other PCs in your party feels pity for your life on the streets, even if you do not appreciate being pitied. This PC is charitable to you, but you may reject their efforts. You are just fine without their handouts.

One of the other adventurers comes from a much more priviledged upbringing and never had to face the hardships you did. They will hardly miss the things you steal or hide from them, but to you they can make a real difference. Of course, they may not agree.

]]>What is Here Be Dragons?

On early maps, the unexplored areas beyond the known world were often marked with illustrations of fantastic beasts and labeled simply, "Here Be Dragons." This blog is an exploration of imagined places, both from my own daydreaming and from the works of others.

On early maps, the unexplored areas beyond the known world were often marked with illustrations of fantastic beasts and labeled simply, "Here Be Dragons." This blog is an exploration of imagined places, both from my own daydreaming and from the works of others.

Here Be Dragons is an ongoing collection of my notes about tabletop roleplaying games and worldbuilding. Those notes will not be restricted to one game; you are likely to see posts about Dungeons and Dragons, Pathfinder, Shadowrun, Numenera, The Strange, and more. Beyond that, sometimes notes here will be about worldbuilding in general or feature settings and ideas I have come up with that aren't attached to any game in particular.

So Who Am I?

My name is Jason Levine. I've been a tabletop roleplayer since middle school, when I was introduced to the Dungeons and Dragons "red box" set. I've been playing games and building worlds ever since, including a time as a writer for the Shadowrun roleplaying game.

A Note About Artwork

This isn't a commercial blog and is only about me getting out ideas that I have rattling in my head. Sometimes I may use artwork found on the Internet, created by extremely talented artists. Wherever possible, I will attribute their work. If I am unable to find out who created a piece and you know who did, please, drop me a line.